上一篇文章:在unity向量空间内通过将极坐标转换为直角坐标,绘制阿基米德螺线,对数螺线与玫瑰线等几何图形
今天进一步研究一下如何获取一个球面的三维坐标。
视频地址:http://v.youku.com/v_show/id_XMTU5MTI5OTU0OA==.html
在电影黑客帝国第三部分矩阵革命的最后部分,有一段NEO独创机器城与机器世界的首领交涉的情节。
这个机器首领的名字叫做Deus Ex Machina,拉丁文翻译成英文是God out of the machine,是机器城市的中枢,控制着所有机器。
下文将会尝试在Unity向量空间内,通过将球面的极坐标公式转化成代码模拟重构这个‘上帝机器’。
这个是做好的效果的视频地址:http://v.youku.com/v_show/id_XMTU5MTI5OTU0OA==.html
首先先了解三维空间内的球面的极坐标公式,假如有以下三维空间坐标系(见图片):
那么,球面sphere上的任意一点的三维坐标x,y,z,可以用以下极坐标公式表示:
x=r∗sinθ∗cosϕ
y=r∗sinθ∗sinϕ
y=r∗cosθ
(公式-1)
现在把公式转换为C#代码:
public Vector3[] GenerateSSphereVectro3(int radius,Vector3 centre,int thetaPortion,int phiPortion){
Vector3[] coordinates=new Vector3[thetaPortion*phiPortion];
float thetaMultiplier=360f/(float)thetaPortion;
float phiMultiplier=360f/(float)phiPortion;
for(int i=0,index=0;i<thetaPortion;i++){
for(int j=0;j<phiPortion;j++){
coordinates[index]=new Vector3(radius*Mathf.Sin(i*thetaMultiplier)*Mathf.Cos(j*phiMultiplier),radius*Mathf.Sin(i*thetaMultiplier)*Mathf.Sin(j*phiMultiplier),radius*Mathf.Cos(i*thetaMultiplier));
index+=1;
}
}
return coordinates;
}
解析代码:
方法参数:
int radius:球体半径。
Vector3 centre:球体圆心。
int thetaPortion:将 θ 角平均分成的份数。
int phiPortion:将 ϕ 角平均分成的份数。
返回值:
Vector3 coordinates:一组分布在球面的三维坐标向量。数量为thetaPortion*phiPortion个。
方法内容解析:
1,根据传进的thetaPortion与phiPortion参数声明一组三维坐标数组
Vector3[] coordinates=new Vector3[thetaPortion*phiPortion];
2,根据传进的thetaPortion与phiPortion参数计算坐标点在极坐标公式中相差的角度。
float thetaMultiplier=360f/(float)thetaPortion;
float phiMultiplier=360f/(float)phiPortion;
3,通过两个for循环,依次寻找球面上的每个坐标点。
for(int i=0,index=0;i<thetaPortion;i++){
for(int j=0;j<phiPortion;j++){
coordinates[index]=new Vector3(radius*Mathf.Sin(i*thetaMultiplier)*Mathf.Cos(j*phiMultiplier),radius*Mathf.Sin(i*thetaMultiplier)*Mathf.Sin(j*phiMultiplier),radius*Mathf.Cos(i*thetaMultiplier));
index+=1;
}
}
这就是将球面的极坐标公式转换为C#代码的主要部分。
接下来,生成一个锥形体,并选择一个内发光的shader。
Unity自带的几何模型中没有圆锥体。以下是生成圆锥体的代码,并非我原创,源码地址http://wiki.unity3d.com/index.php?title=CreateCone,作者Wolfram Kresse。将此脚本放在/Assets/Editor 文件夹下。然后上方菜单的GameObject/CreatOther里会出现cone。
using UnityEngine;
using UnityEditor;
using System.Collections;
// an Editor method to create a cone primitive (so far no end caps)
// the top center is placed at (0/0/0)
// the bottom center is placed at (0/0/length)
// if either one of the radii is 0, the result will be a cone, otherwise a truncated cone
// note you will get inevitable breaks in the smooth shading at cone tips
// note the resulting mesh will be created as an asset in Assets/Editor
// Author: Wolfram Kresse
public class CreateCone : ScriptableWizard {
public int numVertices = 10;
public float radiusTop = 0f;
public float radiusBottom = 1f;
public float length = 1f;
public float openingAngle = 0f; // if >0, create a cone with this angle by setting radiusTop to 0, and adjust radiusBottom according to length;
public bool outside = true;
public bool inside = false;
public bool addCollider = false;
[MenuItem ("GameObject/Create Other/Cone")]
static void CreateWizard()
{
ScriptableWizard.DisplayWizard("Create Cone", typeof(CreateCone));
}
void OnWizardCreate(){
GameObject newCone=new GameObject("Cone");
if(openingAngle>0&&openingAngle<180){
radiusTop=0;
radiusBottom=length*Mathf.Tan(openingAngle*Mathf.Deg2Rad/2);
}
string meshName = newCone.name + numVertices + "v" + radiusTop + "t" + radiusBottom + "b" + length + "l" + length + (outside?"o":"") + (inside?"i":"");
string meshPrefabPath = "Assets/Editor/" + meshName + ".asset";
Mesh mesh = (Mesh)AssetDatabase.LoadAssetAtPath(meshPrefabPath, typeof(Mesh));
if(mesh==null){
mesh=new Mesh();
mesh.name=meshName;
// can't access Camera.current
//newCone.transform.position = Camera.current.transform.position + Camera.current.transform.forward * 5.0f;
int multiplier=(outside?1:0)+(inside?1:0);
int offset=(outside&&inside?2*numVertices:0);
Vector3[] vertices=new Vector3[2*multiplier*numVertices]; // 0..n-1: top, n..2n-1: bottom
Vector3[] normals=new Vector3[2*multiplier*numVertices];
Vector2[] uvs=new Vector2[2*multiplier*numVertices];
int[] tris;
float slope=Mathf.Atan((radiusBottom-radiusTop)/length); // (rad difference)/height
float slopeSin=Mathf.Sin(slope);
float slopeCos=Mathf.Cos(slope);
int i;
for(i=0;i<numVertices;i++){
float angle=2*Mathf.PI*i/numVertices;
float angleSin=Mathf.Sin(angle);
float angleCos=Mathf.Cos(angle);
float angleHalf=2*Mathf.PI*(i+0.5f)/numVertices; // for degenerated normals at cone tips
float angleHalfSin=Mathf.Sin(angleHalf);
float angleHalfCos=Mathf.Cos(angleHalf);
vertices[i]=new Vector3(radiusTop*angleCos,radiusTop*angleSin,0);
vertices[i+numVertices]=new Vector3(radiusBottom*angleCos,radiusBottom*angleSin,length);
if(radiusTop==0)
normals[i]=new Vector3(angleHalfCos*slopeCos,angleHalfSin*slopeCos,-slopeSin);
else
normals[i]=new Vector3(angleCos*slopeCos,angleSin*slopeCos,-slopeSin);
if(radiusBottom==0)
normals[i+numVertices]=new Vector3(angleHalfCos*slopeCos,angleHalfSin*slopeCos,-slopeSin);
else
normals[i+numVertices]=new Vector3(angleCos*slopeCos,angleSin*slopeCos,-slopeSin);
uvs[i]=new Vector2(1.0f*i/numVertices,1);
uvs[i+numVertices]=new Vector2(1.0f*i/numVertices,0);
if(outside&&inside){
// vertices and uvs are identical on inside and outside, so just copy
vertices[i+2*numVertices]=vertices[i];
vertices[i+3*numVertices]=vertices[i+numVertices];
uvs[i+2*numVertices]=uvs[i];
uvs[i+3*numVertices]=uvs[i+numVertices];
}
if(inside){
// invert normals
normals[i+offset]=-normals[i];
normals[i+numVertices+offset]=-normals[i+numVertices];
}
}
mesh.vertices = vertices;
mesh.normals = normals;
mesh.uv = uvs;
// create triangles
// here we need to take care of point order, depending on inside and outside
int cnt=0;
if(radiusTop==0){
// top cone
tris=new int[numVertices*3*multiplier];
if(outside)
for(i=0;i<numVertices;i++){
tris[cnt++]=i+numVertices;
tris[cnt++]=i;
if(i==numVertices-1)
tris[cnt++]=numVertices;
else
tris[cnt++]=i+1+numVertices;
}
if(inside)
for(i=offset;i<numVertices+offset;i++){
tris[cnt++]=i;
tris[cnt++]=i+numVertices;
if(i==numVertices-1+offset)
tris[cnt++]=numVertices+offset;
else
tris[cnt++]=i+1+numVertices;
}
}else if(radiusBottom==0){
// bottom cone
tris=new int[numVertices*3*multiplier];
if(outside)
for(i=0;i<numVertices;i++){
tris[cnt++]=i;
if(i==numVertices-1)
tris[cnt++]=0;
else
tris[cnt++]=i+1;
tris[cnt++]=i+numVertices;
}
if(inside)
for(i=offset;i<numVertices+offset;i++){
if(i==numVertices-1+offset)
tris[cnt++]=offset;
else
tris[cnt++]=i+1;
tris[cnt++]=i;
tris[cnt++]=i+numVertices;
}
}else{
// truncated cone
tris=new int[numVertices*6*multiplier];
if(outside)
for(i=0;i<numVertices;i++){
int ip1=i+1;
if(ip1==numVertices)
ip1=0;
tris[cnt++]=i;
tris[cnt++]=ip1;
tris[cnt++]=i+numVertices;
tris[cnt++]=ip1+numVertices;
tris[cnt++]=i+numVertices;
tris[cnt++]=ip1;
}
if(inside)
for(i=offset;i<numVertices+offset;i++){
int ip1=i+1;
if(ip1==numVertices+offset)
ip1=offset;
tris[cnt++]=ip1;
tris[cnt++]=i;
tris[cnt++]=i+numVertices;
tris[cnt++]=i+numVertices;
tris[cnt++]=ip1+numVertices;
tris[cnt++]=ip1;
}
}
mesh.triangles = tris;
AssetDatabase.CreateAsset(mesh, meshPrefabPath);
AssetDatabase.SaveAssets();
}
MeshFilter mf=newCone.AddComponent<MeshFilter>();
mf.mesh = mesh;
newCone.AddComponent<MeshRenderer>();
if(addCollider){
MeshCollider mc=newCone.AddComponent<MeshCollider>();
mc.sharedMesh=mf.sharedMesh;
}
Selection.activeObject = newCone;
}
}
接着实例化thetaPortion*phiPortion个圆锥体,把球面的三维坐标依次赋值给它们的position,调整角度,为了达成动画效果,构造一些空物体作为圆锥体们的父物体。并在Update里面让父物体们进行旋转。
if(rotateFlag){
for(int i=0;i<thetaPortion;){
parents[i].transform.Rotate(Vector3.forward,rotateSpeed);
i+=2;
}
for(int i=1;i<thetaPortion;){
parents[i].transform.Rotate(Vector3.back,rotateSpeed);
i+=2;
}
}
放进去一些雷电的特效,闪电的中心点在圆心,闪电的终点随机寻找各个圆锥体的尖部。这个闪电效果在AssetStore内名为Procedural Examples,可以免费下载。
IEnumerator lightingMove(){
for(int i=0;i<100;i++){
for(int j=0;j<21;j++){
lightingEmitters[j].transform.position=Ball[Random.Range(0,1296)];
yield return new WaitForSeconds(0.2f);
}
}
}
加些音效,利用DoTween写个摄像机移动路径,录制视频,完成。
private Vector3[] circlePoints=new Vector3[200];
// Use this for initialization
void Start () {
for(int i=0;i<200;i++){
circlePoints=Circle(200,18,new Vector3(0f,5f,0f));
}
transform.position=circlePoints[0];
transform.DOPath(circlePoints,130f);
}
// Update is called once per frame
void Update () {
transform.LookAt(Vector3.zero);
}
视频地址:http://v.youku.com/v_show/id_XMTU5MTI5OTU0OA==.html